1 Capabilities of Human Beings Howell Istance School of Computing (chapter 2: McCracken and Wolfe – Capabilities of Human Beings)

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Presentation transcript:

1 Capabilities of Human Beings Howell Istance School of Computing (chapter 2: McCracken and Wolfe – Capabilities of Human Beings)

2 Overview In this lecture you will learn about: Human senses, perception, memory Mental models, metaphors Some design guidelines based on these topics

3 Definitions Cognitive psychology: the study of how people perceive, learn, and remember Cognition: the act or process of knowing The issue: confronted with a new experience (or website) how does a user draw on past experience to make sense of it? Example: underlined blue text is understood to be a link

4 Why do we care? Because when people try to understand something, they use a combination of –What their senses are telling them –The past experience they bring to the situation –Their expectations

5 Senses Senses (sight, hearing, smell, taste, touch) provide data about what is happening around us We are visual beings (“See what I mean?”) Designing good Web materials requires knowledge about how people perceive

6

7 Four stage model of information processing Encoding - information from environment into some internal representation Comparison - internal representation with previous memorised representations Selection - decision on appropriate response to encoded stimulus Execution - organisation of response into action

8 Sensory Memory and Perception Separate memory buffers associated with encoding stage –iconic memory stores visual images (persists approx 0.2 seconds) –echoic memory stores auditory images (persists approx 2.0 seconds) Conscious data transfer rate is slow –(reading rate in range of 300 words/minute) Subconscious transfer much faster

9 Perception –comparison stage Our brains do not create pixel-by-pixel images Our minds create, or construct, models that summarize what comes from our senses These models are what we perceive When we see something, we don’t remember all the details, only those that have meaning for us this is the ‘constructivist’ approach to perception

10 Example: familiar objects that we see, but don’t store in detail How many links are there on top menu of amazon.com? Who cares? Moral: People filter out irrelevant factors and save only the important ones What is the current news item on the DMU network shown when you log in? Moral: just because the information is there, doesn’t mean people attend to it

11 Context Context plays a major role in what people see in an image Mind set: factors that we know and bring to a situation Mind set can have a profound effect on the usability of a web site

12 Example of context: What do you see?

13 Why couldn’t you see the cow’s face at first? It’s blurry and too contrasty, of course, but more: You had no idea what to expect, because there was no context Now that you do have a context, you will have little difficulty recognizing it the next time

14 Example of context: What do you see?

15 Another example of context: are these letters the same?

16 Well, yes, but now in context:

17 Figure and ground: What do you see?

18 Gestalt psychology “Gestalt” is German for “shape,” but as the term is used in psychology it implies the idea of perception in context We don’t see things in isolation, but as parts of a whole

19 Five principles of Gestalt psychology We organize things into meaningful units using –Proximity: we group by distance or location –Similarity: we group by type –Symmetry: we group by meaning –Continuity: we group by flow of lines (alignment) –Closure: we perceive shapes that are not (completely) there

20 Proximity

21 Similarity

22 Symmetry: We see two triangles. We see three groups of paired square brackets. we use our experience and expectations to make groups of things

23 Continuity: flow, or alignment We see curves AB and CD, not AC and DB, and not AD and BC We see two rows of circles, not two L-shaped groups

24 Closure: we mentally “fill in the blanks” All are seen as circles

Memory Hierarchical Model Sensory Short Term Long Term Practice and effort needed to make this transfer 

26 “The Magic Number 7, Plus or Minus 2” ‘chunk’ – meaningful item of information We can hold 7 + or – 2 ‘chunks’ of information in short term memory What constitutes a chunk varies by individual (and their level of expertise) and context Think of looking up a phone number, closing the phone and then dialling – vs – vs

27 How many chunks in ? Not really: –www. –best –book –buys –.com

28 Recognition vs. recall Why is a multiple choice test easier than an essay test? –Multiple choice: you can recognize the answer –Essay: you must recall the answer A computer with a GUI allows us to recognize commands on a menu, instead of remembering them as in DOS and UNIX

29 Memory aids Post-It ® notes In Windows –ctrl- N (new) –ctrl- C (copy) –ctrl- S (save) Favorites List and bookmarks to store URLs Hyperlinks—if their wording indicates the content of the target page. (“Click here” is not a memory aid.)

30 Design Implications support user by reducing demands on working memory do not require user to remember temporary operating states and labels help the user remember how far the task they have have progressed help the user remember what the system expects them to do next leads to the important principle of visibility of current state and feedback about current action ‘cup of tea’ test

31 Data entered to define a query…

32 …reproduced on next page

Mental Models How do people use knowledge to understand or make predictions about new situations? People build mental models Think of how many windows there are in the house or flat you currently live in. How do you arrive at the answer? Is the answer a fact about your house you have previously learnt?

Metaphors Way to relate a difficult or more abstract concept to a familiar one –Open file –Save file

35 In the shop…

36 Look in the basket….

37 At the checkout…

38 Metaphors have problems Disadvantage: metaphor may not be widely known or correctly understood The mailbox icon meant nothing outside rural United States until explained. And it’s backwards: we put the flag up to tell the mailman that we have put mail in the box to be picked up.

Design Guidelines for the Web Lessen burden on user’s memory: –Use recognition instead of recall –Help users chunk information –Require as little short-term memory as possible Consider user’s mental models Provide visual clues and memory aids Provide feedback: let users know their input was received

40 Summary In this chapter you learned that –Sight is the most important sense—on the Web and in general –We construct mental models; we don’t store bitmaps –Context and expectations influence what we see –Five principles of Gestalt psychology: proximity, similarity, symmetry, continuity, closure –Metaphors are tricky –Chunking helps memory